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dc.contributor.advisorPhan, Trieu Anh
dc.contributor.authorNgo, Quoc Binh
dc.date.accessioned2024-09-20T03:16:36Z
dc.date.available2024-09-20T03:16:36Z
dc.date.issued2023-12
dc.identifier.urihttp://keep.hcmiu.edu.vn:8080/handle/123456789/5949
dc.description.abstractPurpose - To investigate the impact of self-efficacy, perceived ease of use, perceived usefulness, perceived security and privacy on intention to use the metaverse: the case of the play-to-earn game in Vietnam. From there, propose solutions to help organizations and developers improve the features of games. Finally, businesses can increase revenue by collecting fees from users. Design/methodology/approach - The researcher utilized convenience sampling to gather 249 valid participants through online questionnaires. Following this, the collected data underwent analysis using SPSS and AMOS software. Findings - The study's findings indicate that each factor positively influenced the intention to use Play-to-Earn games in Vietnam. Additionally, the study observed that perceived usefulness played a mediating role between self-efficacy, perceived ease of use, perceived usefulness, perceived security & privacy, and the dependent variable of intention to use Play-to-Earn games. Finally, Self-efficacy has the strongest impact on the intention to use Play-to-earn games. Research limitations/implications - Section 5.3 of the study addressed the limitations of the research and its potential relevance to real-world scenarios. Originality/ Value - This research article approaches the Metaverse through the Play to earn games application. This research was conducted in the context of not having many research documents on this game in Vietnam. This investigation seeks to elucidate how these factors impact the adoption of new technology within the demographic of Vietnam. Consequently, it can assist developers and organizations in devising strategies to develop product features that appeal to the adoption of new technology of Metaverse among this groupen_US
dc.language.isoenen_US
dc.subjectThe Impact Of Self-Efficacyen_US
dc.subjectPerceived Ease Of Useen_US
dc.subjectPerceived Usefulnessen_US
dc.subjectPerceivrd Securityen_US
dc.subjectThe Metaverseen_US
dc.subjectPlay-To-Earn Gameen_US
dc.subjectVietnamen_US
dc.titleThe Impact Of Self-Efficacy, Perceived Ease Of Use, Perceived Usefulness, Perceivrd Security And Privacy On Intention To Use The Metaverse: The Case Of The Play-To-Earn Game In Vietnamen_US
dc.typeThesisen_US


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